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;;; Chickadee Game Toolkit
;;; Copyright © 2016 David Thompson <davet@gnu.org>
;;;
;;; Chickadee is free software: you can redistribute it and/or modify
;;; it under the terms of the GNU General Public License as published
;;; by the Free Software Foundation, either version 3 of the License,
;;; or (at your option) any later version.
;;;
;;; Chickadee is distributed in the hope that it will be useful, but
;;; WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
;;; General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with this program. If not, see
;;; <http://www.gnu.org/licenses/>.
(define-module (chickadee)
#:use-module (gl)
#:use-module (sdl2)
#:use-module (sdl2 events)
#:use-module (sdl2 input text)
#:use-module (chickadee math matrix)
#:use-module (chickadee window)
#:use-module (chickadee render)
#:use-module (chickadee render color)
#:use-module (chickadee render gl)
#:use-module (chickadee render gpu)
#:use-module (chickadee render viewport)
#:export (load-hook
update-hook
before-draw-hook
draw-hook
after-draw-hook
quit-hook
key-press-hook
key-release-hook
text-input-hook
mouse-press-hook
mouse-release-hook
mouse-move-hook
controller-add-hook
controller-remove-hook
controller-press-hook
controller-release-hook
controller-move-hook
error-hook
run-game
abort-game
time))
(define load-hook (make-hook 0))
(define update-hook (make-hook 1))
(define before-draw-hook (make-hook 0))
(define after-draw-hook (make-hook 0))
(define draw-hook (make-hook 1))
(define quit-hook (make-hook 0))
(define key-press-hook (make-hook 4))
(define key-release-hook (make-hook 3))
(define text-input-hook (make-hook 1))
(define mouse-press-hook (make-hook 4))
(define mouse-release-hook (make-hook 3))
(define mouse-move-hook (make-hook 5))
(define controller-add-hook (make-hook 1))
(define controller-remove-hook (make-hook 1))
(define controller-press-hook (make-hook 2))
(define controller-release-hook (make-hook 2))
(define controller-move-hook (make-hook 3))
(define error-hook (make-hook 1))
(define open-controller (@@ (chickadee input controller) open-controller))
(define close-controller (@@ (chickadee input controller) close-controller))
(define lookup-controller (@@ (chickadee input controller) lookup-controller))
(define game-loop-prompt-tag (make-prompt-tag 'game-loop))
(define (display-game-loop-error stack key args)
(let ((port (current-error-port)))
(display "Backtrace:\n" port)
(display-backtrace stack port)
(newline port)
(apply display-error (stack-ref stack 0) port args)
(newline port)))
(define (call-with-error-handling thunk)
(let ((stack #f))
(catch #t
thunk
(lambda (key . args)
(if (hook-empty? error-hook)
(apply throw key args)
(begin
(display-game-loop-error stack key args)
(run-hook error-hook stack))))
(lambda (key . args)
(set! stack (make-stack #t 3))))))
(define-syntax-rule (run-hook* args ...)
(call-with-error-handling
(lambda ()
(run-hook args ...))))
(define* (run-game #:key
(window-title "Chickadee!")
(window-width 640)
(window-height 480)
window-fullscreen?
(update-hz 60))
(sdl-init)
((@@ (chickadee audio) enable-audio))
(start-text-input)
(let ((window (open-window #:title window-title
#:width window-width
#:height window-height
#:fullscreen? window-fullscreen?)))
(define (invert-y y)
;; SDL's origin is the top-left, but our origin is the bottom
;; left so we need to invert Y coordinates that SDL gives us.
(- window-height y))
(define (process-event event)
(cond
((quit-event? event)
(run-hook* quit-hook))
((keyboard-down-event? event)
(run-hook* key-press-hook
(keyboard-event-key event)
(keyboard-event-scancode event)
(keyboard-event-modifiers event)
(keyboard-event-repeat? event)))
((keyboard-up-event? event)
(run-hook* key-release-hook
(keyboard-event-key event)
(keyboard-event-scancode event)
(keyboard-event-modifiers event)))
((text-input-event? event)
(run-hook* text-input-hook (text-input-event-text event)))
((mouse-button-down-event? event)
(run-hook* mouse-press-hook
(mouse-button-event-button event)
(mouse-button-event-clicks event)
(mouse-button-event-x event)
(invert-y (mouse-button-event-y event))))
((mouse-button-up-event? event)
(run-hook* mouse-release-hook
(mouse-button-event-button event)
(mouse-button-event-x event)
(invert-y (mouse-button-event-y event))))
((mouse-motion-event? event)
(run-hook* mouse-move-hook
(mouse-motion-event-x event)
(invert-y (mouse-motion-event-y event))
(mouse-motion-event-x-rel event)
(- (mouse-motion-event-y-rel event))
(mouse-motion-event-buttons event)))
((and (controller-device-event? event)
(eq? (controller-device-event-action event) 'added))
(run-hook* controller-add-hook
(open-controller (controller-device-event-which event))))
((and (controller-device-event? event)
(eq? (controller-device-event-action event) 'removed))
(let ((controller (lookup-controller
(controller-device-event-which event))))
(run-hook* controller-remove-hook controller)
(close-controller controller)))
((controller-button-down-event? event)
(run-hook* controller-press-hook
(lookup-controller
(controller-button-event-which event))
(controller-button-event-button event)))
((controller-button-up-event? event)
(run-hook* controller-release-hook
(lookup-controller
(controller-button-event-which event))
(controller-button-event-button event)))
((controller-axis-event? event)
(run-hook* controller-move-hook
(lookup-controller
(controller-axis-event-which event))
(controller-axis-event-axis event)
(/ (controller-axis-event-value event) 32768.0)))))
(with-window window
(let ((update-interval (round (/ 1000 update-hz)))
(default-viewport
(make-viewport 0 0 window-width window-height))
(default-projection
(orthographic-projection 0 window-width window-height 0 0 1)))
(call-with-prompt game-loop-prompt-tag
(lambda ()
;; Catch SIGINT and kill the loop.
(sigaction SIGINT
(lambda (signum)
(abort-game)))
(run-hook* load-hook)
(let loop ((previous-time (sdl-ticks))
(lag 0))
(let* ((current-time (sdl-ticks))
(delta (- current-time previous-time)))
(let update-loop ((lag (+ lag delta)))
(if (>= lag update-interval)
(begin
;; Process all pending events.
(let loop ((event (poll-event)))
(when event
(process-event event)
(loop (poll-event))))
;; Advance the simulation.
(run-hook* update-hook update-interval)
;; Free any GPU resources that have been GC'd.
(gpu-reap!)
(update-loop (- lag update-interval)))
(begin
;; Render a frame.
(run-hook* before-draw-hook)
;; Switch to the null viewport to ensure that
;; the default viewport will be re-applied and
;; clear the screen.
(gpu-state-set! *viewport-state* null-viewport)
(with-viewport default-viewport
(with-projection default-projection
(run-hook* draw-hook (/ lag update-interval))))
(swap-buffers window)
(run-hook* after-draw-hook)
(loop current-time lag)))))))
(lambda (cont callback)
#f))))))
(define (abort-game)
(abort-to-prompt game-loop-prompt-tag #f))
(define (time)
(sdl-ticks))
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